AssetBundle(2)AssetBundle的加载和使用

来源:互联网 发布:机械设计自动画图软件 编辑:程序博客网 时间:2024/06/04 01:21

四种加载方式

1,AssetBundle.LoadFromMemoryAsync           第一种从内存异步加载 IEnumerator
2,AssetBundle.LoadFromFileAsync                  第二种从本地异步加载 IEnumerator
3,WWW.LoadFromCacheOrDownload             第三种使用www来加载
4,UnityWebRequest                                          第四种使用UnityWebRequest

一、AssetBundle.LoadFromMemoryAsync


using System.Collections;using System.Collections.Generic;using System.IO;using UnityEngine;using UnityEngine.Networking;public class LoadAssetBundles : MonoBehaviour {    IEnumerator Start ()    {        string rootPath = Application.streamingAssetsPath;        string path = rootPath+ "/AssetBundles/cubewall.unity3d";        //AssetBundle ab1 = AssetBundle.LoadFromFile("AssetBundles/scenes/share.unity3d");        //第一种从内存异步加载 IEnumerator        AssetBundleCreateRequest request = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(path));        yield return request;        AssetBundle ab = request.assetBundle;        AssetBundle assetBundleManifest = AssetBundle.LoadFromFile(rootPath+"/AssetBundles/AssetBundles");        AssetBundleManifest manifest = assetBundleManifest.LoadAsset<AssetBundleManifest>("AssetBundleManifest");        //foreach (string name in manifest.GetAllAssetBundles())        //{        //    Debug.Log(name);        //}        string[] dependencies = manifest.GetAllDependencies("cubewall.unity3d");        foreach (string str in dependencies)        {            print(str);            AssetBundle.LoadFromFile(rootPath+"/AssetBundles/" + str);        }        //实例化资源        GameObject wallPrefab = ab.LoadAsset<GameObject>("cubewall");        Instantiate(wallPrefab);        //AssetBundle.UnloadAllAssetBundles(true);    }}

二、AssetBundle.LoadFromFileAsync

using System.Collections;using System.Collections.Generic;using System.IO;using UnityEngine;using UnityEngine.Networking;public class LoadAssetBundles : MonoBehaviour {    IEnumerator Start ()    {        string rootPath = Application.streamingAssetsPath;        string path = rootPath+ "/AssetBundles/cubewall.unity3d";        ////AssetBundle ab1 = AssetBundle.LoadFromFile("AssetBundles/scenes/share.unity3d");                //第二种从本地异步加载 IEnumerator        AssetBundleCreateRequest request = AssetBundle.LoadFromFileAsync(path);        yield return request;        AssetBundle ab = request.assetBundle;        //AssetBundle ab = AssetBundle.LoadFromFile("AssetBundles/scenes/cubewall.unity3d");        AssetBundle assetBundleManifest = AssetBundle.LoadFromFile(rootPath+"/AssetBundles/AssetBundles");        AssetBundleManifest manifest = assetBundleManifest.LoadAsset<AssetBundleManifest>("AssetBundleManifest");        //foreach (string name in manifest.GetAllAssetBundles())        //{        //    Debug.Log(name);        //}        string[] dependencies = manifest.GetAllDependencies("cubewall.unity3d");        foreach (string str in dependencies)        {            print(str);            AssetBundle.LoadFromFile(rootPath+"/AssetBundles/" + str);        }        //实例化资源        GameObject wallPrefab = ab.LoadAsset<GameObject>("cubewall");        Instantiate(wallPrefab);        //AssetBundle.UnloadAllAssetBundles(true);    }}

三、WWW.LoadFromCacheOrDownload

using System.Collections;using System.Collections.Generic;using System.IO;using UnityEngine;using UnityEngine.Networking;public class LoadAssetBundles : MonoBehaviour {    IEnumerator Start ()    {        string rootPath = Application.streamingAssetsPath;        string path = rootPath+ "/AssetBundles/cubewall.unity3d";        ////AssetBundle ab1 = AssetBundle.LoadFromFile("AssetBundles/scenes/share.unity3d");        //第三种使用www来加载        while (!Caching.ready)        {            yield return null;        }        WWW www = WWW.LoadFromCacheOrDownload(@"file://E:\UnityProjects\Unity5.4\AssetBundleProjects\Assets\StreamingAssets\AssetBundles\AssetBundles\cubewall.unity3d", 1);        //WWW www = WWW.LoadFromCacheOrDownload(@"http://192.168.1.102/AssetBundles\cubewall.unity3d", 1);        yield return www;        if (!string.IsNullOrEmpty(www.error))        {            Debug.Log(www.error);            yield break;        }        AssetBundle ab = www.assetBundle;        AssetBundle assetBundleManifest = AssetBundle.LoadFromFile(rootPath+"/AssetBundles/AssetBundles");        AssetBundleManifest manifest = assetBundleManifest.LoadAsset<AssetBundleManifest>("AssetBundleManifest");        //foreach (string name in manifest.GetAllAssetBundles())        //{        //    Debug.Log(name);        //}        string[] dependencies = manifest.GetAllDependencies("cubewall.unity3d");        foreach (string str in dependencies)        {            print(str);            AssetBundle.LoadFromFile(rootPath+"/AssetBundles/" + str);        }        //实例化资源        GameObject wallPrefab = ab.LoadAsset<GameObject>("cubewall");        Instantiate(wallPrefab);        //AssetBundle.UnloadAllAssetBundles(true);    }}

四、UnityWebRequest

using System.Collections;using System.Collections.Generic;using System.IO;using UnityEngine;using UnityEngine.Networking;public class LoadAssetBundles : MonoBehaviour {    IEnumerator Start ()    {        string rootPath = Application.streamingAssetsPath;        string path = rootPath+ "/AssetBundles/cubewall.unity3d";        ////AssetBundle ab1 = AssetBundle.LoadFromFile("AssetBundles/scenes/share.unity3d");        //第四种使用UnityWebRequest        string url = @"file://E:\UnityProjects\Unity5.4\AssetBundleProjects\Assets\StreamingAssets\AssetBundles\cubewall.unity3d";        //string url = @"http://192.168.1.102/AssetBundles\cubewall.unity3d";        UnityWebRequest request = UnityWebRequest.GetAssetBundle(url);        yield return request.Send();        //AssetBundle ab = DownloadHandlerAssetBundle.GetContent(request);        AssetBundle ab = (request.downloadHandler as DownloadHandlerAssetBundle).assetBundle;        AssetBundle assetBundleManifest = AssetBundle.LoadFromFile(rootPath+"/AssetBundles/AssetBundles");        AssetBundleManifest manifest = assetBundleManifest.LoadAsset<AssetBundleManifest>("AssetBundleManifest");        //foreach (string name in manifest.GetAllAssetBundles())        //{        //    Debug.Log(name);        //}        string[] dependencies = manifest.GetAllDependencies("cubewall.unity3d");        foreach (string str in dependencies)        {            print(str);            AssetBundle.LoadFromFile(rootPath+"/AssetBundles/" + str);        }        //实例化资源        GameObject wallPrefab = ab.LoadAsset<GameObject>("cubewall");        Instantiate(wallPrefab);        //AssetBundle.UnloadAllAssetBundles(true);    }}

加载Manifests

        AssetBundle assetBundle = AssetBundle.LoadFromFile(manifestFilePath);        AssetBundleManifest manifest = assetBundle.LoadAsset<AssetBundleManifest>("AssetBundleManifest");        string[] dependencies = manifest.GetAllDependencies("assetBundle"); //Pass the name of the bundle you want the dependencies for.        foreach (string name in manifest.GetAllAssetBundles())        {            Debug.Log(name);        }        foreach (string dependency in dependencies)        {            AssetBundle.LoadFromFile(Path.Combine(assetBundlePath, dependency));        }

AssetBundle的卸载

卸载有两个方面
1,减少内存使用
2,有可能导致丢失

什么时候去卸载资源

AssetBundle.Unload(true)卸载所有资源,即使有资源被使用着
1,在关卡切换、场景切换
2,资源没被用的时候 调用
AssetBundle.Unload(false)卸载所有没用被使用的资源

个别资源怎么卸载

1,通过 Resources.UnloadUnusedAssets.
2,场景切换的时候

关于文件校验

CRC MD5 SHA1

相同点:

CRC、MD5、SHA1都是通过对数据进行计算,来生成一个校验值,该校验值用来校验数据的完整性。

不同点:

1. 算法不同。CRC采用多项式除法,MD5和SHA1使用的是替换、轮转等方法;
2. 校验值的长度不同。CRC校验位的长度跟其多项式有关系,一般为16位或32位;MD5是16个字节(128位);SHA1是20个字节(160位);
3. 校验值的称呼不同。CRC一般叫做CRC值;MD5和SHA1一般叫做哈希值(Hash)或散列值;
4. 安全性不同。这里的安全性是指检错的能力,即数据的错误能通过校验位检测出来。CRC的安全性跟多项式有很大关系,相对于MD5和SHA1要弱很多;MD5的安全性很高,不过大概在04年的时候被山东大学的王小云破解了;SHA1的安全性最高。
5. 效率不同,CRC的计算效率很高;MD5和SHA1比较慢。
6. 用途不同。CRC一般用作通信数据的校验;MD5和SHA1用于安全(Security)领域,比如文件校验、数字签名等。

结尾

1,依赖包重复问题
a,把需要共享的资源打包到一起
b,分割包,这些包不是在同一时间使用的
c,把共享部分打包成一个单独的包
2,图集重复问题
3,Android贴图问题
4,iOS文件处理重复fixed in Unity 5.3.2p2.

Unity Asset Bundle Browser tool

工具链接:http://pan.baidu.com/s/1slPrVaP 密码:zz80

直接放在Editor目录下即可,在unity编辑器导航栏Windows->AssetBundle Browser